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-   -   DevNull Mod Anti-Fighter Missles (http://forum.shrapnelgames.com/showthread.php?t=23825)

ExSentinel May 10th, 2005 10:20 AM

DevNull Mod Anti-Fighter Missles
 
What are the to hit modifiers for Anti-Fighter Missles versus fighters in the Devnull Mod at various ranges? I have been looking but I could not find it anywhere. Any help would be appreciated.

NullAshton May 10th, 2005 10:26 AM

Re: DevNull Mod Anti-Fighter Missles
 
Missles always hit...

spoon May 10th, 2005 11:08 AM

Re: DevNull Mod Anti-Fighter Missles
 
Though they are called "anti fighter missiles", they are really just regular Point Defense. The to hit bonus starts at +80 for level 1, and goes up by +10 each level.

The line you want to look at is in the component.txt data file:

Weapon Modifier := 80

Grandpa Kim May 10th, 2005 12:08 PM

Re: DevNull Mod Anti-Fighter Missles
 
Devnull is a great mod, but am I the only one that thinks the anti-fighter missile is way too powerful? http://forum.shrapnelgames.com/image...s/confused.gif

spoon May 10th, 2005 12:38 PM

Re: DevNull Mod Anti-Fighter Missles
 
What about them do you find over-powered?

ExSentinel May 10th, 2005 01:06 PM

Re: DevNull Mod Anti-Fighter Missles
 
Thanks for the info. That means his AFM IV will be reduced to the basic 90% hit chance at range one and decrease from there (My light fighters all have ECM III)

I am currently at war with someone who has the tailsman, but does not use that many anti-fighter missles on his ships, so I am trying to gauge what is the best fighter class to use against him. I think I am going to stick with light figthers, with ECM III and keep the numbers to 10/stack. If I get enough targets out there, hopefully his direct fire will concentrate on the fighters and leave my ships alone long enough to cause some damage.

It is just a pain to continually being hit consistently at range 10-13 with APB XIIs and only getting in one hit for every 3 he puts on me, so hopefully the many target scenario will work out.

As far as the AF Missles being overpowered, I always thought the basic PD package that came with the stock game was incredibly overpowered. The AF at least only fire once every other turn making fighters somewhat viable, whereas in the stock game fighters were pretty useless after a relatively short period of time with tech advances.

Fyron May 10th, 2005 01:37 PM

Re: DevNull Mod Anti-Fighter Missles
 
Talismans are definitely one of the worst things to ever hit the SE series.

El_Phil May 10th, 2005 01:45 PM

Re: DevNull Mod Anti-Fighter Missles
 
They do push the game towards short and dirty it is true. You're not going to beat a talisman armed fleet fairly without massive extra numbers, so the best bet is to try and take out any religous players early hoping their spending most of the research on religous tech not shields/weapons.

parabolize May 10th, 2005 02:13 PM

Re: DevNull Mod Anti-Fighter Missles
 
Anti-fighter missiles are useless. APBs are hiting 25kT, 35kT, and 50kT fighters in Icons. The only advantage anti-fighter missiles have is to shoot before it's your turn.

Ragnarok-X May 10th, 2005 03:26 PM

Re: DevNull Mod Anti-Fighter Missles
 
I disagree, anti-fighter missiles are pretty awesome in Devnull Mod, especially due to their PD-Ability, which in fact allows ships and planets to hit 20 instead of 10 targets, given enough firepower.

Suicide Junkie May 10th, 2005 03:58 PM

Re: DevNull Mod Anti-Fighter Missles
 
If they were actual missiles with PD's autofiring ability, they would be useless, since every missile on the ship would fire at the first fighter in range.

parabolize May 10th, 2005 05:13 PM

Re: DevNull Mod Anti-Fighter Missles
 
Quote:

Suicide Junkie said:
If they were actual missiles with PD's autofiring ability, they would be useless, since every missile on the ship would fire at the first fighter in range.

lol Can you mod missiles to attack fighters?

I don't use missiles most the time. Sometimes I attack planets with CSM or defend a warp point. If you set your missile ships to point-blank range on a warp point they will target multiple ships.

narf poit chez BOOM May 10th, 2005 05:14 PM

Re: DevNull Mod Anti-Fighter Missles
 
Hello ExSentinel.

Suicide Junkie May 10th, 2005 05:23 PM

Re: DevNull Mod Anti-Fighter Missles
 
Quote:

parabolize said:
lol Can you mod missiles to attack fighters?

I don't use missiles most the time. Sometimes I attack planets with CSM or defend a warp point. If you set your missile ships to point-blank range on a warp point they will target multiple ships.

Carrier Battles mod uses it extensively.
(At least my empire does, and my enemies are starting to counter my "missile buffet" strategy now. Gotta rush some direct fire ships to the front in order to draw fire and make my bombardment ships effective again)

I even had anti-missile missiles in for a while, but unfortunately, they crashed the combat replay generation.

Grandpa Kim May 10th, 2005 06:06 PM

Re: DevNull Mod Anti-Fighter Missles
 
Quote:

spoon said:
What about them do you find over-powered?

Well, let's see...

ExSentinal said:
Quote:

being hit consistently at range 10-13

Parabolize said:
Quote:

anti-fighter missiles ... shoot before it's your turn

At one time (for about 30 turns!) in the Icons game they were my most powerful weapon. They do a tremendous amount of damage for their size at an extreme range to boot! This makes fighters viable only at warp points since they can all be shot down long before they come in range in a mid-system battle. Parabolize is right, though: they are unnecessary in the late game since regular weapons can hit the largest fighters fairly easily.

IMHO the best fix would be to reduce their range to 3 or 4.


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